#version 330 core

layout (location = 0) in vec3 aPos;
//layout (location = 1) in vec3 aColor;
layout (location = 1) in vec2 aTexCoord;

//out vec3 ourColor;
out vec2 texCoord;

uniform mat4 transform;
uniform mat4 modelMatrix;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;

void main() {
    gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(aPos, 1.0);
//    gl_Position = transform * gl_Position;
//    ourColor = aColor;
    texCoord = aTexCoord;
}
